32,442 Commits over 4,048 Days - 0.33cph!
Time of Day update to 3.0.0 prerelease 1
Added improved atmospheric scattering with planet shadowing
Added horizon clouds
Updated PlayerNameTag and AtmosphericBlend to work with the new version of Time of Day
PVT now using more settings directly from TerrainMeta
Optimized terrain rendering by not setting any splat prototypes on the terrain; because Unity
fixed missing data on roof prefab
Clarified triangle index error
Fixed NRE in corpse dropping
Future proof how RPCs are written/read
Snap player back if they're somewhere they shouldn't be
Fixed wooden walls using brick walls skin
Protocol++
temp fix to the roof prefab - adding stone floor prefabs and new stonefloor_a textures
Fixed GetTriangleTransform NRE
Fixed error reporting not always reporting
Progress on stone set, wall, doorway, window and third pieces with prefabs done
First pass at revolver sounds
turned off the base 'Overlay' layer when a player equips a weapon cuz it was redundant and it causing some glithces in blending.
fixed spear poking animation so it doesnt look ridiculous when stabbing a rock and having the spear pull out.
Animals now all drop wolf meat.
Reduced animal acceleration.
Fixed not being able to pick up dropped items
3rd person fist fighting animations done.
fixed melee regression (much easier to hit things again now)
Network channels
Congestion handler
fix for occupied boxes on server crash
Ran scenes 2 prefab to fix broken prefabs
Fixed prefabs with missing components
Fixed infinite loop in Tools/Find/Prefab Errors
First pass at eoka pistol sounds. Fix eoka pistol firing twice at once
Merged endurance hunting and animal ranking from animal branch.
Fixed campfires starting on after save/load
Fixed dropped items sometimes not being removed
Fixed building block darken health effect
Stability perf tweaks
Stability support eventually fail gracefully if no ground route found
Extra dedicated server stats
Can place supports/pillars on foundation/floor triangle
Can attach floor triangles to each other (like normal floors)
Cleaning up and optimizing stability system
Loading a save pre-warms the stability system
Added DebugServer/DebugClient callbacks if entity is in debug mode
OnFlagsChanged gets called when entity flags change
checking in some 3rd person animations for the hand2hand punches.
Removed AmplifyMotion native-to-managed fallback warming
Added exception guards to pvt table add and remove to avoid crash and display more info via warning
Adding today's progress (stonewall_a)
Refactored MinHeap in PathFinder and SpanningTree to generic IntrusiveMinHeap
Added IntrusiveLinkedList, implemented by PathFinder.Node
Made terrain config get stored in an asset to be reused in all scenes
Fixed torch flicking on for a second when swapped to
Fixed player belt inventory not really sending in snapshots
Updated water to latest version
Added separate pass for beneath the water surface
Include build time in error reports
Fixed active weapon not always updating properly
First pass at waterpipe shotgun sounds
adjusted the pipe shotgun deploy so it's as quick as the other firearms.
made the ak47 prefab use the "smg" 3rd person player animations.
made improvements to the third person rifle animations.
Send player's belt inventory correctly
No active weapon when sleeping